Essence of theStarver (Don't Starve/Don't Starve Together)
byMadder
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AI summary
Makes starvation non-debilitating — malnutrition can still eventually kill you, but your strength and mobility never suffer, with an optional hunger indicator — and makes death non-final, since your soul becomes a bedsheet ghost free to haunt around until you find a resurrection or choose to move on. You gain a pocket-accessed hammerspace inventory whose contents are weightless and cross-contamination-proof though time still passes slowly inside (and which spills everywhere when you die), plus the knowledge to build and use every structure and item from Don't Starve and Don't Starve Together including modded and normally uncraftable ones, and the ability to pre-make and store otherwise immovable structures for later deployment in multiples. You also get a perfect sense of direction and memory for landmarks with an optional mental minimap, night vision that works off even a lit match, keen combat instincts for dodging, counterattacking and luring monsters into traps, and guaranteed eventual recovery from insanity, aided greatly by a good night's sleep.
Generated précis — the sections below are the author's original text.
Description
By consuming this black translucent glob of dubious origin you get the following:
Effects
11Starvation does not make you helpless. If left unchecked, malnutrition would still eventually kill you, but your strength and mobility is unaffected by the lack of nutrition or fuel. Optionally you can also gain an indicator in your head telling you when you're literally starving yourself to death. It sounds like Wigfrid extolling the virtues of eating meat on the top of her lungs.
Death is not the end. Once your body perishes, your soul, taking the form of a glowing bedsheet ghost with a few distinguishing features, can wander around and be a spooky nuisance until you find a resurrection method. Or you can move on to whatever afterlife there is. Your choice.
A hammerspace inventory to store items in. It can be accessed through your pockets. The items inside are rendered weightless and there's no risk of cross-contamination, but time still passes (slowly) within it. Feel free to put manure in the same pocket as your freshly butchered meat. You can also make your bags bigger on the inside. These bags act as their own separate inventories that follow the same rules as your inventory, but smaller.
Note: The contents of your non-bag inventory will spill all over the place if you die.
The knowledge on how to create and use all the structures and items from Don't Starve/Don't Starve Together, even the ones that you can't normally create within the games. This includes items and structures from the mods that can be found in the games. While you still have to gather the materials, these items and structures will work regardless of whether or not they're in the Constant. This includes the Jury-Rigged Portal, which allows you to travel to and return from the Constant.
You can also "pre-make" structures and furniture. That is, create otherwise unmovable structure or furniture, store it in your inventory, and deploy it for later. Unlike in normal DS/DST, you can make and keep multiples of that structure at the same time.
A perfect sense of direction, along with a perfect memory for interesting locations, landmarks and terrains. It is impossible for you to stay lost as long as you take a few moments to gain your bearings. Optionally you can also gain a minimap in your head. It updates itself the more you explore and anything that you may find interesting would be marked on the map.
Night vision. It won't let you see in absolute darkness, but with a minimal light source, you'll be able to see in a pretty large radius around you. Even a tiny lit match can drive away the darkness and the things that lurk within it.
Fighting skill. In the Constant, the best defense is not getting hit in the first place. You gain a keen instinct on how and when to dodge oncoming attacks, and when to strike back. You also gain the ability to easily distract and lure monsters into traps or other monsters.
Sanity recovery. This won't protect you from insanity-inducing effects, be it from magic, auras or eating bad shrooms, but this will guarantee that you will always recover from insanity eventually. This recovery is substantially aided by a good night’s sleep.
Optionally, you can start within the deathworld that is the Constant, at any time after Maxwell got to the Nightmare Throne.
- Categories
- utilitymagicsupernaturalcombatcosmic
- Traits
- dimensional travelimmunityperfect memorypocket dimensionportalsresurrectionspace manipulation
- Keywords
- enhanced sensesdarknesscreationdamage